ODE implemented in Darkplaces

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Fri Oct 23, 2009 1:44 pm

1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Sven » Fri Oct 23, 2009 2:55 pm

are there other movetypes then 32 ? (mean the realistic ones)
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Postby C.Brutail » Fri Oct 23, 2009 5:10 pm

:mrgreen:
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby LordHavoc » Fri Oct 23, 2009 6:02 pm

Sven wrote:are there other movetypes then 32 ? (mean the realistic ones)


Nope.

4 valid solid types (4 = trimesh, 32 = box, 33 = sphere, 34 = capsule - in all cases these are automatically sized and offset to match the bounds of the entity)
1 valid movetype (32 = physics)

No constraints implemented yet.

P.S. sphere must have the same width/height/depth, and capsule must have two sides equal and one longer :)
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Postby Sven » Fri Oct 23, 2009 11:16 pm

@LordHavoc: ok


divVerent wrote:http://www.youtube.com/watch?v=oJwcRyf5XZM


how can i make those slowly physics platform without realistic physict and they are like doors, how?

but its awesome and who made this music?
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Postby Flying Steel » Sat Oct 24, 2009 4:50 am

LordHavoc wrote:No constraints implemented yet.


What are you planning on doing with constraints in the future?

Map 'brushes', ragdolls, dynamic walk cycles, all of the above? :twisted:
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Postby toneddu2000 » Sat Oct 24, 2009 10:56 am

MirceaKitsune wrote:1. As far as I know any feature in Nexuiz that works in Windows also works under Linux and the other way around. As for ODE itself it is cross-platform... I know another project that uses it and is commonly ran and developed under Linux.

Thx!I'll try it immediately! But, sorry for the noob question, I've to point to the ode path in the darkplaces make file?
MirceaKitsune wrote:And 2. They can be enabled from the Effects menu under Realtime World Lightning. They're only implemented in SVN currently, and don't work for r_shadows just dynamic lightning based shadows.

ok, thanks!
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Postby MirceaKitsune » Sat Oct 24, 2009 11:13 am

toneddu2000 wrote:Thx!I'll try it immediately! But, sorry for the noob question, I've to point to the ode path in the darkplaces make file?


All I know is that you need to enable the ODE flag at compile time, since it's disabled by default currently. That is DP_ODE_STATIC_LIBDIR=/usr/lib

Since I use Windows, my mingw + msys build cmd is: make DP_MAKE_TARGET=mingw DP_ODE_STATIC_LIBDIR=/usr/lib CC="gcc -I/d/Tools/MinGW/include/darkplaces" cl-nexuiz
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Postby toneddu2000 » Sun Oct 25, 2009 11:49 am

Thanks a lot MirceaKitsune! I copied your makefile.inc command, and modified a bit, it works also on linux! I used:
Code: Select all
make DP_MAKE_TARGET=linux DP_ODE_STATIC_LIBDIR=/usr/local/lib cl-nexuiz


Than I installed libode from synaptics (version 0.9)and Nexuiz crashed with a huge list of XYZ error and a "segmentation fault" at the end.
Then I downloaded the most updated version from ode.org (version 0.11.1), i compiled and installed on /usr/local/lib, I pointed at this path in the above command and once compiled, it works! :D

Now, the only problem is that, physics works, so you can take objects and throw them down, but, objects rotate along their Z axis as they would be "possessed"! They makes little rotations in a second, then they stop, then they start again and so on!
My O.S is ubuntu 8.04 and it's a bit old. And my processor is an Athlox XP (very old)and a geforce 8800 gts
There's someone who knows the problem?

PS:I'll try to make a video of what I described!
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Postby MirceaKitsune » Wed Oct 28, 2009 1:34 pm

Anyway, too curious not to ask: Now that there's a physics engine, are ragdoll physics possible to implement? Also are there any plans for wheeled vehicles after the Spiderbot? I always dreamed to see something like UT2k4s Scorpion in Nexuiz :)
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